uniform sampler2D grassTexture;
varying vec3 texCoord;
void main()
{
		vec4 sample = texture2D(grassTexture, texCoord.st);
		if(sample.a < 0.3)
			discard;
		gl_FragColor.rgb = (sample.rgb) * (0.5+texCoord.t/5.0) * (1.0+texCoord.p/8.0) * 0.7 / sample.a;
		gl_FragColor.a = 1.0;

		gl_FragColor.g -= texCoord.p/155.0;
}
